Mystic Methodology

Guide Contents:

Mystics Revealed - Basics

Mystics Revealed - Combat Methodology

Mystics Revealed - Quests

Mystics Revealed - Spell List

2.0 - Mystic Combat Methodology

Soloing

1. Pulling the mob - This is getting the attention of the mob and locking yourself into a combat situation with it. The best way to pull the mob is with a debuffing type of spell.


2. Ward yourself between the time you cast the debuffing spell and the mob actually getting to you. If you position yourself as far from the mob as possible, there should be enough time to finish the cast just before the mob hits you. Then recast ward as needed between the next steps. You may need to throw in a heal or two in as well to maintain your health.


3. Slow the mob. Cast a slowing or a weaken type spell.


4. Start an HO. Use two dots, one for the first part of the HO and one for the completion of the HO. This way the mob gets damage from the HO as well as from the constant damage being done from the dots.


5. Now start using the HO with one dot and one instant damage spell such as cold wind or grey wind. Using cold wind or grey wind to finish an HO will give an extra bonus damage to the mob. When you get a little higher and get other spells like cold fire, begin using them alternately for completing your HO.


6. Repeat steps 2 through 5 as needed.


One tip is to let the dots run out before recasting them. This will save you power and give you time to recast ward or debuffs as needed.

Grouping

Grouping is a major way to gain experience. A mystic is
always welcome in a group because of their ability to slow, debuff and cast DoTs on the mob. Mystics also have the ability to ward group members and play the role as back-up healer. Even if the mystic is considered a healer, the
group will better benefit if the mystic uses power to slow, weaken, debuff and
ward. As a backup healer, there is no parallel class. A mystic's group heal casts
faster than any other priest class. Speed is excellent for emergencies when a mob has just cast an AoE (area of effect) on the group or when the main healer is mezzed/charmed.


1. Before the pull, ward the tank. Wait for the tank to establish aggro. Ward as needed.


2. The very next thing is to debuff the mob.


3. Slow or weaken the mob.


4. By this time, it should be safe to cast an HO. Using dots to start and complete the HO will do two things. First of all, it will not do enough instant damage to pull hate from the tank. Second of all, it will continue to do damage well after the completion of the HO.


4. Repeat the steps as needed, being sure to watch group members for needed heals. (The best way to heal. Cast ward on the member getting attacked., then send heal. Repeat as needed. It is best to not have to heal until the tank has good aggro because the heal seems to be a very powerful hate inducer.


5. If you get hate from the mob, and the tank cant get it back, there are two things that you might do. (a). ward and heal yourself till tank gets mob back. (b). if all else fails use your hate reducer spell. Make sure that it is the last resort, because there is a long recast time.


6. If you group a lot on the same mobs, you may notice a pattern where you
gain hate from the mob at a certain point in the fight, usually right after
warding the tank. If you sense that this may happen, and your power pool is not
too low, try casting a group ward instead. At least then if hate shifts to you
(or to that tissuepaper-wearing wizard or illusionist), the tank has time to
peel the mob back off before it does major damage.



Group Buffs

A group augmentation that increases the noxious resistance and health pool of the mystic's group. The noxious resistance protects more against poison than disease.
Spiritual Seal (16)
Umbral Fortitude (30)
Eidolic Mettle (44)
Umbral Mettle (58)
Umbral Liturgy (70)
Ancestral Mettle (72)
A group augmentation that increases the strength and stamina of the mystic's group.
Spirit of the Bull (18)
Spirit of the Rhino (32)
Spirit of the Elephant (46)
Spirit of the Mammoth (60)
Spirit of the Mastodon (73)
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A group augmentation that increases physical damage resistance and grants a replenishing ward against physical damage to the mystic's group.
Runic Mark (5)
Runic Symbol (19)
Runic Shield (33)
Runic Talisman (47)
Runic Aegis (61)
Runic Armor (74)
A group augmentation that places a protective barrier over the mystic's group, that increases noxious resistance and wards noxious sources of damage for a limited duration
Prophetic Guard (29)
Prophetic Shield (43)
Prophetic Aegis (57)
Prophetic Ward (71)
 
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Single Target Buffs

Greatly boosts the maximum health, attribute scores, and size of an ally for a limited duration
Bolster (65)
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An augmentation that increases the health and power of the mystic's ally.
Minor Auspice (4)
Auspice (16)
Omen (30)
Prophecy (44)
Foretelling (58)
Premonition (72)
An augmentation which increases strength, stamina, agility, and attack speed of the chosen ally
Avatar (47)
Ancient Avatar (61)
Ancestral Avatar (75)
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Impairment Cure Spells

Cures noxious impairments on the target ally. This includes poison and disease effects.
Cure Noxious (6)
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Cures trauma impairments on the target ally. This includes slashing, piercing, and crushing effects.
Cure Trauma (13)
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Cures elemental impairments on the target ally. This includes heat and cold effects.
Cure Elemental (19)
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Cures all impairments types on target ally.
Ancient Balm (58)
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Cures arcane impairments on the target ally. This includes magic, mental, and divine effects
Arcane Lavation (28)
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Cures noxious and arcane impairments on the mystic's group.
Fading Spirit (42)
Gasping Spirit (56)
Ebbing Spirit (70)

Instant Heals

Heals all allies near the mystic. This also temporarily increases their maximum health for a short duration.
Breath of Spirits (14)
Spiritist's Salve (28)
Transcendant Blessing (42)
Transcendent Blessing (56)
Transcendence (70)
Transcendent Aid (80)
 
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Replenishes a large amount of target ally's health. This also temporarily increases target ally's maximum health for a short duration.
Minor Ritual (3)
Healing Ritual (18)
Spiritual Healing (32)
Enlightened Healing (46)
Learned Healing (60)
Ritual Healing (73)
 
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Instantly heals some of target ally's health. This also temporarily increases target ally's maximum health for a short duration.
Minor Aid (1)
Aid (7)
Totemic Aid (15)
Replenishment (22)
Spiritual Replenishment (29)
Rejuvenating Chant (43)
Rejuvenating Rite (57)
Rejuvenation (71)

Heal Over Time (HoT)

Places a regenerating ward over target ally and replenishes their health over time. While this spell is in effect, that ally has reduced movement and attack speed. This spell also has a recurring power cost
Torpor (52)
Stoicism (72)
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Ressurect Spells

Resurrects a fallen ally. That ally has resurrection sickness for a while. This spell cannot be used in combat, but can be used on allies that are not part of your group.
Revive (8)
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Resurrects a dead ally. This spell can be used in combat and has a longer range than normal.
Path of they Grey (22)
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Resurrects a fallen ally and grants them a replenishing ward for a short time. This spell can be used in combat.
Recall of the Grey (50)
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Resurrects nearby fallen allies near the targeted dead ally. This spell can be used in combat and has a longer range than normal.
Fields of the Grey (36)
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Damage Ward (group)

Applies a powerful ward for a short duration on the mystic's group that prevents damage to them until the ward has absorbed its maximum amount of damage.
Wards of Spirit (14)
Wards of Shadow (28)
Umbral Ritual (42)
Umbral Sacrament (56)
Umbral Warding (79)
Applies a powerful emergency ward for a short duration on the mystic's group that prevents damage to them until the ward has absorbed its maximum amount of damage. This spell does not require any power and does not have a casting time.
Wards of the Eidolon (48)
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Damage Ward (single target ally)

Applies an emergency ward for a short duration that prevents damage to target ally until the ward has absorbed its maximum amount of damage. If any absorption remains when the ward expires, it is converted into a heal. This spell does not require any power and does not have a casting time.
Eidolic Ward (15)
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Applies a powerful ward for a short duration that prevents damage to target ally until the ward has absorbed its maximum amount of damage. If any absorption remains when the ward expires, it is converted into a heal
Spectral Ward (12)
Ghostly Ward (19)
Ancestral Ward (26)
Ancestral Aegis (40)
Sacred Aegis (54)
Ethereal Aegis (68)
Ancient Aegis (78)
Grants a powerful ward to a chosen ally. This ward will slowly regenerate absorption for the duration of the spell. The mystic is stunned as long as the spell is maintained, but the spell can be toggled off early if desired
Oberon (50)
Oberon Barrier (70)
Oberon Obstruction (80)
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If target ally receives damage that would be fatal, that ally is healed health and power instead and a ward is placed on them. This spell cannot be interrupted, does not require any power and has a very fast casting time
Eidolic Savior (41)
Umbral Savior (55)
Ghastly Savior (69)
Ancestral Savior (80)
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Debuffs - Area of Effect (AoE)

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An impairment that decreases the attack speed of the enemy and surrounding encounter members.
Dreadful Lethargy (49)
Lethargy (63)
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An impairment that reduces the stamina, poison resistance, and elemental resistance to an entire enemy encounter
Cry of the Ancients (26)
Howl of the Ancients (40)
Scream of the Ancients (54)
Wail of the Ancients (68)
Echoes of the Ancients (79)
An impairment that decreases the attack speed of the enemy and surrounding encounter members.
Grim Lethargy (35)
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Debuffs - Single Target

Impairment that decreases target's attack speed and offensive melee skills.
Haze (2)
Wailing Haze (10)
Keening Haze (24)
Howling Haze (38)
Weeping Haze (52)
Shrieking Haze (66)
An impairment that decreases the target's strength and stamina.
Enfeeble (7)
Delusion (21)
Fallacy (35)
Chimerik (49)
Eidolon (64)
Deteriorate (76)
Impairment that decreases target's combat attack damage.
Mourning Soul (39)
Grieving Soul (53)
Lamenting Soul (67)
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Impairment that causes pain to target opponent each time they successfully cast a spell or combat art. This impairment drains their power each time they use a spell or combat art and deals divine damage to them. This effect can trigger up to 4 times.
Slothful Spirit (55)
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Direct Damage (DD) Spells

Deals instant disease damage to the enemy and surrounding encounter members.
Anger of the Ancients (32)
Fury of the Ancients (46)
Wrath of the Ancients (60)
Revenge of the Ancients (74)
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Deals instant cold damage and reduces the movement speed of the target.
Chilling Wind (1)
Cold Wind (9)
Grey Wind (17)
Touch of the Grey (31)
Ire of the Grey (45)
Wrath of the Grey (59)
Velium Winds (72)

Damage over Time (DoT) Spells

An impairment that deals cold damage over time to the enemy.
Cold Flame (23)
Icy Flames (37)
Arctic Flames (51)
Glacial Flames (65)
Ice Age (77)
 
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Deals disease damage over time to the enemy. Additional damage is dealt if the enemy is a being of shadow.
Fever (3)
Sickness (11)
Miasma (25)
Pox (39)
Fevered Pox (53)
Plague (67)
Epidemic (78)

Shape Change (bear)

The mystic takes on the form of a bear, increasing strength and maximum health. While in this form, the mystic also gains the ability to see stealthed creatures
Ursine Elder (20)
Ursine Oracle (34)
Ursine Prophet (48)
Ursine Augur (62)
Ursine Avatar (76)

Mesmerize (Mez)

Mesmerizes all enemies near the mystic and reduces their hate towards the shaman. Any hostile actions taken on them will break the mesmerize effect.
Phantasmal Spirits (13)
Quelling Spirits (27)
Accordant Spirits (41)
Harmonious Spirits (55)
Sonorus Spirits (69)
Spirits (79)

Summoned Pet

Summons a protective spirit which cannot attack but casts beneficial spells on the mystic's allies.
Shadowy Attendant (45)
Umbral Attendant (59)
Lunar Attendant (73)

Special Skills

Summons food and drink for the chosen ally.
Summon Food and Drink (6)
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An augmentation which grants an ally the ability to breathe under water
Enduring Breath (9)
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Summons a Spirit Guide for every group member. This item can be used to revive a fallen priest
Spirit Guide (11)
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Increases the movement speed of an ally while out of combat.
Spirit of the Wolf (13)
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Augmentation which grants the mystic's group the ability to walk and breathe under water.
Water Spirit (23)
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Guide Contents:

Mystics Revealed - Basics

Mystics Revealed - Combat Methodology

Mystics Revealed - Quests

Mystics Revealed - Spell List



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Last Updated: Mar 13, 2016

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